/Engine/Source/Runtime/Engine/Classes/GameFramework/SaveGame.h
Abstract subclass ofUSaveGamethat provides utility functions that let you associate a Save Game object with a specific local player. These objects can also be loaded using the functions on GameplayStatics, but you would need to call functions like InitializeSaveGame manually. For simple games, it is fine to blueprint this class directly and add parameters and override functions in blueprint, but for complicated games you will want to subclass this in native code and set up proper versioning.
class ULocalPlayerSaveGame : public [USaveGame](API\Runtime\Engine\GameFramework\USaveGame)
int32
CurrentSaveRequest
Integer that is incremented every time a save has been requested in the current session, can be used to know if one is in progress
int32
LastErrorSaveRequest
Integer that is set when a save fails
int32
LastSuccessfulSaveRequest
Integer that is set when a save completes successfully, if this equals RequestedSaveCount then the last save was successful
int32
LoadedDataVersion
The value of SavedDataVersion when a save was last loaded, this will be -1 for newly created saves
TObjectPtr< con...
OwningPlayer
The local player this is connected to, can be null if subclasses override Get/Set Local Player or it hasn't been initialized
int32
SavedDataVersion
The value of GetLatestDataVersion when this was last saved.
FString
SaveSlotName
The slot name this was loaded from and that will be used to save to in the future